Morning! Samurai Programmer Sawa (and cub) here!
Is everyone finding the dev blog useful!? Chat with us in the comments whenever you like~!
Ok, so have you ever seen the credits of a PixelJunk game? Anyone that hasn’t, get straight over to the PSN Store, buy all the PixelJunk games and clear them! Did you notice a name that appears every time in our credits? Yep that’s right, it’s our CEO Dylan Cuthbert… ..wait no, i’m talking about Game Monkey!!
It might feel weird, but over 70% of PixelJunk games are made in script. PixelJunk Inc. is of course no exception. The name of that scripting language is Game Monkey, our dearly beloved, stylin’ monkey friend.
And with that, here’s this week’s “imagination shot”!
As you can see, there’s lots of ‘sleeps’. If you want to put a brief delay between this thing and that thing a ‘sleep’ can help you out. Although, if you’re not careful the code can get overrun with them.
It’s still better than the alternative though, of implementing ‘sleeps’ in C++, then having any small tweak trigger an entire C++ build each time… that’s a big waste of time we’ve avoided.
GameMonkey lets you easily make threads (typically called fibers or coroutines) making it super convenient!
If only it could get more exposure…
Waah♪ O-ooh a-aah♪
Oh!.. My cub and monkey are calling.. I’ll leave it here for today.